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Question by SantosR · Aug 25, 2014 at 03:59 PM · z-fighting

Z-Sorting problems when drawing to RenderTexture

I am using a Camera to draw the scene to a RenderTexture. This scene is composed of sprites and planes which interpose themselves.

Everything is rendering correctly on the game view, however when I try to use the camera to take a "screenshot" by drawing into a RenderTexture, the z-sorting is broken and the sprites are always drawn over the meshes.

The shader I'm using on these meshes is Mobile/Unlit(Supports lightmap)

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avatar image meat5000 ♦ · Aug 25, 2014 at 03:58 PM 0
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You could cheat with a 2 camera setup, both with selective rendering and manipulate their depths to get the screener you want.

avatar image SantosR · Aug 25, 2014 at 04:07 PM 0
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problem is that I could have a mesh, then a sprite, then another mesh over them, and then another sprite... it's like a editor tool.

It works well, respecting the z sorting, the only problem is when drawing to a RenderTexture

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